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Skinned mesh help

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Hello, I'm writing my own skinned mesh class, but don't really know how the matrix palette should be implemented. Im using DirectX and HLSL and even though i've done it already with D3DX helper classes i'm kinda stuck here. I have setup the frame hierachy with offset and combined matrices. Have loaded the tiny.x mesh and updated the semantics to hold blendweights and indices. But how does the actual drawing work? How do I calculate the world matrix array that is sent to the vertexshader? I guess my big problem is i'm missing the big picture. I don't know how all the parts fit together.

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